FLOOR_MASTER
L3: Member
- Mar 10, 2008
- 118
- 140
We played a few 15v15 rounds on 2f2f just now (b2). Quick reaction: The map has a simple, intuitive layout. Players were able to figure everything out almost immediately.
In its present form, the map is too difficult for RED. The punishment for losing B is too severe (B is NOT useless - in fact, it gave BLU a very strong advantage during our playtests).
One idea may be to open up a path from RED spawn to C below the current bridge that is destroyed when B is captured. That new path should always be open, however RED still loses the bridge/height advantage if B is lost.
A second idea, as others have suggested, would be to restrict A-B to being captured in order, however I'd lean towards leaving all 3 points open since I like the idea of giving BLU a choice between what advantage they want to have.
Maybe you can lock down C and have it unlock only after A or B is captured?
In either case, please continue working on this; I'd love to include it in my rotation after the balance issues are sorted out.
In its present form, the map is too difficult for RED. The punishment for losing B is too severe (B is NOT useless - in fact, it gave BLU a very strong advantage during our playtests).
One idea may be to open up a path from RED spawn to C below the current bridge that is destroyed when B is captured. That new path should always be open, however RED still loses the bridge/height advantage if B is lost.
A second idea, as others have suggested, would be to restrict A-B to being captured in order, however I'd lean towards leaving all 3 points open since I like the idea of giving BLU a choice between what advantage they want to have.
Maybe you can lock down C and have it unlock only after A or B is captured?
In either case, please continue working on this; I'd love to include it in my rotation after the balance issues are sorted out.